Subset of the OpenGL 3D graphics API designed for embedded devices such as mobile phones.
0
votes
1answer
28 views
how to retain the animated position in opengl es 2.0
I am doing frame based animation for 300 frames in opengl es 2.0
I want a rectangle to translate by +200 pixels in X axis and also scaled up by double (2 units) in the first 100 frames
Then, the ...
0
votes
1answer
21 views
equivalent texture function to texture2D in OpenGL-ES?
I'm trying to figure it out how can implement the same result using texture2D. The result expected is a luminescence operation but I couldn't replicate the same functionality using texture2D for iOS. ...
0
votes
0answers
55 views
Android OpenGL ES 1.0 - Glow/Bloom effect
I'm currently building an Android space fighter game which uses OpenGL ES 1.0.
For several technical reasons, I cannot at this point upgrade to 2.0.
I really want to add a "glow" effect to glowing ...
0
votes
1answer
31 views
Generating multiple instances of one opengl object with random coordinates
Sorry if the question is dumb but my brain just cannot solve it for some reason..
So I've made one opengl object public static Square ball = new Square(75,75);
And I am trying to make it so that ...
0
votes
1answer
61 views
How to change pixel color of Texture with Fragment Shader
I want to change the pixel color of a texture. I don't know where to start and what to add. Really need help, I only find useless snippets in the internet.
My current Code:
public void ...
1
vote
0answers
70 views
Weird y offset when using custom frag shader (Cocos2d-x)
I'm trying to mask a sprite so I wrote a simple fragment shader that renders only the pixels that are not hidden under another texture (the mask). The problem is that it seems my texture has its ...
0
votes
1answer
62 views
OpenGL ES 1 Pixel Error?
I am developing a game on android using OpenGL ES 1.0 for Android OS. It is a 2d game using a simple Orthographic projection and textures for the sprites. One of these textures has a small line (it ...
0
votes
1answer
44 views
Is there a way to use the RGB channels of a texture as the alpha channel when applying multitexturing using OpenGL ES 1.1?
I have been trying to get texture compression using ETC1 (specifically PKM files) working for some time now. I am trying to do this without having to upgrade to OpenGL ES 2 so I have been using ...
0
votes
1answer
72 views
Which texture do I bind to when implementing multi-texturing?
I have been having some issues getting multi-texturing to work using OpenGL ES 1.1. I have two PKMs - one with RGB's and one for alphas and I am trying to combine the two as below:
int ...
1
vote
0answers
88 views
How can I reduce draw calls when using glBufferSubData and DYNAMIC_DRAW?
At first I had the problem where I had about 150 rectangles rendered every tick. I only used STATIC_DRAW and glBufferData. I added support for DYNAMIC_DRAW and glBufferSubData and now I have a very ...
0
votes
1answer
55 views
How do I implement multi-texturing using OpenGL ES 1.1 to combine separate RGB and alpha PKMs?
I have been trying to reduce the memory footprint of my textures in a Android game that I wrote without too much success. Based on research that I have done it seems that a good approach is to ...
1
vote
1answer
73 views
Texture compression strategy for Android OpenGL ES that caters for alphas
I have a 2d Android game that is currently causing certain devices to run out of memory. I have a number of PNGs (about 10 MBs in total) that I use in the game at various times. At some points in the ...
0
votes
1answer
59 views
Point rotation around point, accuracy question
I study OpenGL ES 2.0. But I think it's more a C++ question rather then an OpenGL one.
I am stuck with the following rotation question: It is known, that rotation transformation can be applied using ...
6
votes
1answer
213 views
OpenGL 2.0 - Texture animation with 'pixelated' effect
I'm looking for a way to reproduce the effect I've tried to sketch in the image below with OpenGL ES 2.0.
The idea is to let a drop of color fall over a cube which get filled with a kind of ...
0
votes
1answer
131 views
Is ETC2 Texture Compression available in OpenGL ES 2.0?
However, I have an ES 2.0 app and would like to use ETC2 texture compression if it is available (i.e. I am running on a device that supports ES 3.0 standard). Is it possible to use ETC2 in ES ...
0
votes
0answers
78 views
How can I use a Seekbar as a brightness slider?
I am using the GLSurfaceView Renderer. I want changes to a seek bar's progress to increase the brightness of a GLSurfaceView proportionally.
How do I apply a color matrix to a GLSurface view? Is ...
2
votes
1answer
117 views
How do I apply a texture over a material in OpenGL ES?
How can I apply a texture over a material?
I've set up an object with the following material:
GLKBaseEffect *effect;
effect.colorMaterialEnabled = false;
effect.material.ambientColor = ...
6
votes
1answer
424 views
OpenGL ES object rotation around z axis
I have an object on my screen which is presented rotated and panned,
But i have 2 problems regarding the z axis rotations. It's a bit tricky to explain so i uploaded 2 videos to describe each problem.
...
2
votes
1answer
334 views
How to outline a 3D object with a cartoon style stroke? [duplicate]
How could I draw (stroke) the outline of a 3D object in a cartoon style with GLKit?
I'm referring to something like this:
However we can start with a simple line around the object and then try to ...
1
vote
1answer
217 views
Decoupling rendering pipeline (for UI responsiveness): Multithreading and multiple contexts?
Warning! Wall of text (see <TL;DR> paragraphs below for short version)
I have been noticing something in quite many games (most recently in cutting-edge RTS games such as Uber Entertainment's ...
1
vote
0answers
132 views
iOS OpenGLES - Multithread Game loop - Render and Update
I am trying to implementing multi-threaded game loop in iOS.
(Actaully, two thread - Render and Update)
This is my structure.
Update Loop
Has logic and at the end of loop, save update state. ...
0
votes
2answers
74 views
Texture size and scaling, 2D, for OpenGl ES 1.0/1.1
I read everywhere that you have to use a power of two
size for your texture width and height, like 16, 32 or 64,
but right now my sprite drawing is based on Grid.java from
SpriteMethodTest, and I set ...
0
votes
0answers
39 views
Trying to use Sprite Batching with GL_COLOR_ARRAY in OpenGl ES 1.0/1.1
I'm trying to create a sprite batcher that uses GL10.GL_COLOR_ARRAY
using OpenGl ES 1.0/1.1 on Android.
I found two different sources that seem like they would work,
they both have statements that ...
0
votes
1answer
160 views
“Quad” background showing on OpenGl ES 1.0/1.1 Sprites
I modeled my sprite drawing on Grid.java and GLSprite.java from SpriteMethodTest,
using 2D OpenGl ES 1.0/1.1 on Android, but the "quad" sprite background shows when two
sprites overlap each other. ...
3
votes
1answer
121 views
Texture mapping a complex object on openGL ES
I dont have much experience with openGL ES (or openGL), but i do get the general idea of texture mapping, which is each vertex should be mapped for the relevant UV coordinates of the texture we choose ...
0
votes
0answers
150 views
How do I “reset” the color in OpenGl ES 1.0/1.1?
In my 2D game I use glColor4f() to set the color and draw my screen border rectangles
but when I try to start drawing my game objects, made up of a texture
on a rectangular "quad", using ...
2
votes
1answer
223 views
How do I draw an animated object in OpenGL ES?
I have a VBO, which I initialise like this (just an example):
- (void)setupVBOs {
GLuint vertexBuffer;
glGenBuffers(1, &vertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
...
4
votes
3answers
518 views
How long does it take for OpenGL to actually update the screen?
I have a simple OpenGL test app in C which draws different things in response to key input. (Mesa 8.0.4, tried with Mesa-EGL and with GLFW, Ubuntu 12.04LTS on a PC with NVIDIA GTX650). The draws are ...
0
votes
1answer
243 views
libgdx game process dies on loading texture atlases
I try to load a lot of texture atlases (10) with approximately 5 (~2048x~2048)(not using PoT) .pngs each. I'm using AssetManager and there is no trouble with it on my pc but when I try it on my tablet ...
2
votes
1answer
154 views
Color bleed on voxel edges when using anti-aliasing
My Minecraft-like game uses a texture containing four block IDs in each pixel (RGBA). These IDs are used in the shader to determine what color each whole block should be.
I'm having an issue with ...
1
vote
0answers
76 views
iPhone 5S - GLSL problem [closed]
I have this shader
precision highp float;
precision highp int;
attribute vec4 POSITION;
attribute vec2 TEXCOORD0;
attribute vec2 TEXCOORD1;
attribute vec2 TEXCOORD2;
attribute vec2 TEXCOORD3;
...
1
vote
1answer
177 views
How can I handle errors when there is no valid OpenGL context?
I'm writing cross-platform (iOS, Android, OSX, Windows) library code that draws its output using OpenGL. I expect my users will often try to call my library's rendering functions without a valid ...
1
vote
0answers
77 views
How to load all textures at startup in my game?
In my Android 2D game every level uses the same textures.
Currently all my textures are loaded into memory in the onSurfaceCreated() method of my GLSurfaceView.Renderer when a level is choosen by ...
3
votes
2answers
561 views
Identity matrix. Confusion. What does it really do
I understand identity matrix is like multiplying to 1. But i can't really understand why would you multiply an a matrix that will only result to the same.
Also im messing up with an OpenGL code and ...
0
votes
1answer
266 views
What is Opengl ES ? What is gl and GLES20 mean?
I am new in opengl. I saw tutorial some have gl at the beginning and some have GLES20 at the beginner and some has GL10.
What are the differences? Is GLES20 mean opengl es2 whereas GL10 mean version ...
8
votes
1answer
607 views
what is world space and eye space in game development?
I'm reading a book about 3D stuff and OpenGL. The book often talks about world space and eye space.
What exactly is the "world space?"
Does the "eye space" mean the projection?
-1
votes
3answers
438 views
OpenGL ES - read content of VBO
Is it possible to read back content of VBO in OpenGL ES 2.0 ?
I have tried glMapBufferOES, but there is no READ flag.
I dont want any answers, like "you shouldnt do it" or "keep copy of geometry in ...
1
vote
1answer
144 views
Pixmaps, ByteBuffers, and Textures…Oh my
My ultimate goal is to take a specific region of the screen, and redraw it somewhere else. For example, take a square from the upper left hand corner of the screen and redraw it on the lower right ...
1
vote
1answer
710 views
How to use mipmap in OpenGL-ES
I have recently entered in the OpenGL world. I am very pleased with the performance that I got with opengl compared to those obtained with a SurfaceView and its canvas. At the same time because of the ...
2
votes
1answer
470 views
OpenGL slower than Canvas
Up to 3 days ago I used a Canvas in a SurfaceView to do all the graphics operations but now I switched to OpenGL because my game went from 60FPS to 30/45 with the increase of the sprites in some ...
0
votes
1answer
93 views
How do I load BSP files in Android?
I understand that Opengl directly cannot load BSP files. How would I go about loading them into my Android game?
2
votes
2answers
576 views
OpenGL texture on sphere
I want to create a rolling, textured ball in OpenGL ES 1.0 for Android. With this function I can create a sphere:
public Ball(GL10 gl, float radius)
{
ByteBuffer bb = ...
0
votes
1answer
2k views
How to do frame by frame animation in android using open gl es
I have application in some part i am using AndroidDrawable for animation but it giving jerking effect that why i planed to change the code to Open Gl ES for better performance .so far i have googled ...
0
votes
0answers
155 views
Error when create FrameBuffer: GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS
I'm using libgdx, to create some program. I need used some operation in framebuffer. For this operation I create new framebuffer, after this operation I'm call in framebuffer dispose(). When I create ...
4
votes
1answer
151 views
GetData() error creating framebuffer [closed]
I'm currently porting a game written in C# with XNA library to Android with Monogame.
I have a Texture2D and i'm trying to get an array of uint in this way:
Texture2d textureDeform = ...
1
vote
1answer
431 views
rendering transparent meshes in LibGDX
Building open this tutorial - https://code.google.com/p/libgdx/wiki/ProjectionViewportCamera
I have constructed a class for generating polygon meshes. But i cannot figure out how to render semi ...
1
vote
1answer
655 views
how to make cross platform 3d games using modern opengl? [closed]
How to create games that run on windows, Linux, mac os x, android, ios, wp8 etc....
using c/c++, opengl 3 or 4 and opengl es 2.0.
any tutorials or videos on how to create cross-platform 3d games.
3
votes
1answer
595 views
Sprite sheet textures picking up edges of adjacent texture
I have a custom sprite routine (openGL 2.0) which uses a simple sprite sheet (my textures are arranged horizontally next to each other).
So, for example, here is a test sprite sheet with 2 simple ...
-2
votes
2answers
127 views
In OpenGL, how to confirm a primitive is rendered properly
I have to confirm that a primitive (say triangle) is rendered properly in opengl.
I can use the glGetError() after a opengl draw calls(glDrawElement/glDrawArrays)
Is it enough to confirm ?
Is there ...
1
vote
0answers
59 views
OpenGL ES - jagged edge [duplicate]
I need to render roads and some direction marks on top of them. I render roads as triangled geometry, same goes for marks (see picture - road is purple, mark is red, ignore z-fighting).
Problem goes ...